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- Avoid need for a sampler. - On certain platforms exposure values can end up in SGPR instead of VGPR. - Moved EyeAdaptationBuffer read from tonemapper VS to PS due to limitation of mobile GPUs. #rb Wei.Liu, Florin.Pascu, Dmitriy.Dyomin #preflight 63651a02de2c4dbb5daedee6 [CL 23003626 by tiago costa in ue5-main branch]
81 KiB
81 KiB